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Re:How to Put More “Character” into Your NPCs by GuB-42 on Tuesday May 26, 2020 @12:13PM (#23312967)
What I think is different between video games and tabletop RPGs is that video games have the additional constraint of packing as much as possible in the least amount of text.

With the possible exception of visual novels, no player likes walls of text, efficiency is key. In tabletop RPGs, detailed descriptions are often desireable, and not only that but GMs have to respond to players. For example, a PC may decide to rob the NPC, because why not. And now you have a whole lot of stuff to deal with: how rich the NPC is, how willing to fight, what are his relationships with other NPCs,... Video games simply won't let you do things that are not programmed.

In the article, dialog is limited to 3-4 lines. One of these tells you what your next quest is "I hear there’s a mirror in the Fire Mountains that can block its flames.". And another one mentions a red dragon. It means you only have two lines to establish a character, and if you can do it in one that's better.

Re:How to Put More “Character” into Your NPCs by 6gvONxR4sf7o on Tuesday May 26, 2020 @12:36PM (#23313240)
> no player likes walls of text

Heh, I'm admittedly in the minority here, but this is part of morrowind's charm to me. No voice acting so they could have huge rich amounts of text. But I was a kid with infinitely more spare time then :-\

Re:How to Put More “Character” into Your NPCs by simion314 on Tuesday May 26, 2020 @12:34PM (#23313221)
>no player likes walls of text

It depends, there are players that love learning all the lore details, the good games add additional dialog or letters/books/emails that are optional so players that are in a rush can skip them.

Re:How to Put More “Character” into Your NPCs by bsanr on Tuesday May 26, 2020 @01:33PM (#23314027)
I think it depends on the quality of the text. Richly-detailed and well-written (read: well-edited) descriptions as well as quippy dialogue are all welcome, but the mountains of poorly-written copy you find in many visual novels are a chore. I think a lot of writers fall to lawyer-ism, which I define as the idea that you can convince someone of anything ("My characters are deep! Their relationships are meaningful! My world is complex and well-constructed!") so long as you just keep talking at them. It doesn't help that some are often translated from or imitating the Japanese expositional style, which can be long-winded.

Control, FFXIII, Fallout, Animal Crossing: Fun to read through all the extra text/dialogue!

{Vast majority of visual novels}, Mass Effect, Tales Series, {Vast majority of story-based gacha games}: Not so much!

Re:How to Put More “Character” into Your NPCs by simion314 on Tuesday May 26, 2020 @02:10PM (#23314477)
It is your opinion, not all people are like you, but I think you can design a interface where people that want to skip this ca do it. even visual novels will give you a skip button and a log to go back if you need some information.

Not all things that seem bad to you are objectively bad, some people enjoy that, remember how you taste in books/music etc changed in time.

Re:How to Put More “Character” into Your NPCs by Miraste on Wednesday May 27, 2020 @04:22PM (#23329429)
I agree with the idea and most of the examples, but I'd be interested to hear why you've put FFXIII in the good category and Mass Effect in the bad one. XIII has a ton of dubiously-written extra text, and I don't remember ME being too verbose or badly written (with some exceptions).
Re:How to Put More “Character” into Your NPCs by alharith on Tuesday May 26, 2020 @12:57PM (#23313514)
I think I’m in the middle. Play through quickly then if I enjoyed it, replay a little slower, enjoying the lore. Makes a little more sense that way too.
Re:How to Put More “Character” into Your NPCs by the_af on Tuesday May 26, 2020 @01:22PM (#23313869)
> no player likes walls of text

I generally agree and I don't like it either, except for Planescape Torment, because it has awesome characters and text.

> With the possible exception of visual novels

I never did understand visual novels. They aren't games, but they aren't good novels either. Plus I don't read Japanese, and judging by the (poor) translations out there, most "visual novels" consist of mostly pressing enter to skip tons of "..." dialogue.

Re:How to Put More “Character” into Your NPCs by Rels on Tuesday May 26, 2020 @02:06PM (#23314423)
I don't think I can be called a visual novel fan, only having played the most popular ones. But these most popular ones were all great.

The Danganronpa and Ace Attorney games have some really good detective stories in it - I think the overall story in those 2 series is pretty bad, but in each game, there is at least one individual case that is great; and Zero Escape is one of the only work of fiction where I thought time travel / parallel universes was done right, without loopholes I could think of.

Re:How to Put More “Character” into Your NPCs by Blackthorn on Wednesday May 27, 2020 @01:56AM (#23319797)
I'm not a fan, but there are some real well-loved masterpieces in the genre. The Ace Attorney series, Doki Doki Literature Club, and others.
Re:How to Put More “Character” into Your NPCs by watwut on Tuesday May 26, 2020 @02:17PM (#23314570)
> video games have the additional constraint of packing as much as possible in the least amount of text

But then again, after that super short text, there is 10 minutes long cut scene followed by another cut scene.